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Create useGameSound hook #310

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LaustinSpayce opened this issue Apr 11, 2023 · 1 comment
Open

Create useGameSound hook #310

LaustinSpayce opened this issue Apr 11, 2023 · 1 comment

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@LaustinSpayce
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Extend the excellent useSound library with our own custom hook:

Dynamic Volume - so the player could cut out ambience/music while leaving effects up, and if we ever get vo into it, they could mess with that too?

@Etasus
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Etasus commented Apr 13, 2023

Things I would like:

Binaural Switch - It is my opinion that binaural audio is the future of everything in audio. However, if the player is on speakers, it's useless, and if the player is on headphones, some people might want to opt out. So I'd like a switch that can manually be toggled on or off but is forced to be off if not on headphones (Implementation would just be two separate files. A stereo file and a binaural file)

Varied Ambience - Whether music or just background ambiance, I would like a setup that will randomly pick the audio. There are a lot of things needed here, but to explain in a more simple manner:

  • Say there are 8 different variations for the A section and 8 different variations for the B section. It will randomly choose the A section and then randomly choose the B section, and then repeat randomly. I would like this to be expandable to have C, D, and even E sections, with any number of variations
  • Say the health of the player is 40, or the health is 20, I would like that health change to give different options for the random container. Basically, I want the music/ambiance to be tenser the lower life the player is.

Damage Variance - When a damage trigger happens, I would like the audio to be different based on: The incoming damage (Pulverize shouldn't sound the same as Head Jab), the damage that is blocked (if 8 damage is blocked with an unmovable, it should be different than if 2 damage is blocked from a Nimblism), and the damage type (Forked Lightning should sound different than Leg Tap)

Random Containers - This could actually be bundled in with Varied Ambience, but I would like most triggers to give a different sound each time. Even just a small amount of randomization and variation does a whole ton. (This is at the end because it doesn't seem like it's a part of the base useSound library, but also this is something I'd consider to be a given in most sound middleware, so I wouldn't be surprised if it's already in there, just not really highlighted)

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